]> ruin.nu Git - hbs.git/blobdiff - bs/fleet.cpp
Fixed a bug in the shipstealing code..
[hbs.git] / bs / fleet.cpp
index b562b8150186def125235ef19275ef646f15a86e..85304bb2bfcb6e642826764749ca1bad9a2ea4be 100644 (file)
 
 #include "fleet.h"
 
+#include <iostream>
+#include <cstdlib>
 using namespace std;
 
 //Static variables
 map<string, vector<int> > Fleet::s_Races;
-map<string, UnitType > Fleet::s_Units;
+UnitList Fleet::s_Units;
 
 Fleet::Fleet()
 {
+       m_iETA = 0;
+       m_iStays = 3;
+       m_sRace = "Cathaar";
 }
+
 Fleet::~Fleet(){
 }
 
@@ -38,7 +44,7 @@ void Fleet::setName(string sName)
 
 //////////////////////////////////////////////////////////////////////////
 //
-string Fleet::Name()
+string Fleet::name() const
 {
        return m_sName;
 }
@@ -49,7 +55,7 @@ string Fleet::Name()
  * s_Races and checks if it finds the race it returns true, if it reaches
  * the end without finding it it returns false.
  */
-bool Fleet::setRace(std::string sRace)
+bool Fleet::setRace(string sRace)
 {
        m_sRace = sRace;
        for (map<string, vector<int> >::iterator i = s_Races.begin(); i != s_Races.end(); i++)
@@ -62,9 +68,754 @@ bool Fleet::setRace(std::string sRace)
 
 //////////////////////////////////////////////////////////////////////////
 //
-string Fleet::Race()
+string Fleet::race() const
 {
        return m_sRace;
 }
 
+//////////////////////////////////////////////////////////////////////////
+//
+/** This function iterates through m_Fleet and adds all numbers together to
+ * produce a total.
+ */
+int Fleet::numberOfShips() const
+{
+       int total = 0;
+
+       for (map<string, vector<int> >::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+       {
+               if (i->second.size() != 0)
+                       total += i->second[0];
+       }
+
+       return total;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setETA(int eta)
+{
+       m_iETA = eta;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int  Fleet::ETA() const
+{
+       return m_iETA;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setRaces(map<string, vector<int> >& races)
+{
+       s_Races = races;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setUnits(UnitList& units)
+{
+       s_Units = units;
+
+       
+/*
+       for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); i++)
+       {
+               cerr << s_Units[(*i).first].Name() << "\t\t"
+                       << s_Units[(*i).first].race() <<"\t"
+                       << s_Units[(*i).first].unitClass() << "\t"
+                       << s_Units[(*i).first].target(0) << "\t"
+                       << s_Units[(*i).first].target(1) << "\t"
+                       << s_Units[(*i).first].target(2) << "\t"
+                       << s_Units[(*i).first].initiative() << "\t"
+                       << s_Units[(*i).first].agility() << "\t"
+                       << s_Units[(*i).first].weaponSpeed() << "\t"
+                       << s_Units[(*i).first].guns() << "\t"
+                       << s_Units[(*i).first].power() << "\t"
+                       << s_Units[(*i).first].armor() << "\t"
+                       << s_Units[(*i).first].EMP() << "\t"
+                       << s_Units[(*i).first].totRes() << "\t"
+                       << s_Units[(*i).first].fuel() << "\t"
+                       << s_Units[(*i).first].ETA() << "\t"
+                       << s_Units[(*i).first].type() << endl;
+       }
+*/     
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+const map<string, vector<int> >& Fleet::Races()
+{
+       return s_Races;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+const UnitList& Fleet::Units()
+{
+       return s_Units;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+vector<int> Fleet::RacesAllowed() const
+{
+       return s_Races[m_sRace];
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+unsigned Fleet::score(int tick = 0) const
+{
+       unsigned tot_score = 0;
+
+       for (FleetList::const_iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+       {
+               int ticks =     i->second.size();
+               if (ticks == 0)
+                       continue;
+               --ticks;
+               if ( ticks < tick)
+                       tot_score += i->second[ticks] * s_Units[i->first].totRes() / 10;
+               else
+                       tot_score += i->second[tick] * s_Units[i->first].totRes() / 10;
+       }
+
+       return tot_score;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setFleet(string unittype, int number, int tick = 0)
+{
+       int earlier = 0;
+       int ticks = m_Fleet[unittype].size();
+
+       if (ticks != 0)
+               earlier = m_Fleet[unittype][ticks - 1];
+
+       for (int i = ticks; i <= tick; ++i)
+       {
+               m_Fleet[unittype].push_back(earlier);
+       }
+       m_Fleet[unittype][tick] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::addFleet(std::string unittype, int number, int tick = 0)
+{
+       int earlier = 0;
+       int ticks = m_Fleet[unittype].size();
+
+       if (ticks != 0)
+               earlier = m_Fleet[unittype][ticks - 1];
+
+       for (int i = ticks; i <= tick; ++i)
+       {
+               m_Fleet[unittype].push_back(earlier);
+       }
+       m_Fleet[unittype][tick] += number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int     Fleet::fleet(string unittype, int tick = 0)
+{
+
+       int ticks = m_Fleet[unittype].size();
+       if (ticks == 0)
+               return 0;
+
+       if (tick < 0)
+               return m_Fleet[unittype][0];
+
+       --ticks;
+
+       if (ticks < tick)
+               return m_Fleet[unittype][ticks];
+
+       return m_Fleet[unittype][tick];
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::blockedFleet(std::string unittype, int tick = 0)
+{
+       int ticks = m_BlockedFleet[unittype].size();
+       if (ticks == 0)
+               return 0;
+
+       --ticks;
+
+       if (ticks < tick)
+               return 0;
+
+       return m_BlockedFleet[unittype][tick];
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setBlockedFleet(std::string unittype, int number, int tick = 0)
+{
+       int ticks = m_BlockedFleet[unittype].size();
+
+       for (int i = ticks; i <= tick; ++i)
+       {
+               m_BlockedFleet[unittype].push_back(0);
+       }
+       m_BlockedFleet[unittype][tick] = number;
+
+       cerr << "This fleet got " << m_BlockedFleet[unittype][tick] << " blocked units tick: " << tick << endl;
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//FIXME
+void Fleet::addToThis(std::vector<Fleet*> fleets, int tick = 0)
+{
+       for (UnitList::iterator i = s_Units.begin();  i != s_Units.end(); ++i)
+       {
+               if (m_Fleet[i->first].size() == 0)
+                               m_Fleet[i->first].push_back(0);
+
+               for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+               {
+                       int num = (*j)->fleet(i->first, tick);
+                       m_Fleet[i->first][0] += num;
+                       if (num > 0)
+                               cerr << (*j)->name() <<  " adding " << num << " units of type " << i->first << endl;
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::distributeLossesGains(std::vector<Fleet*> fleets, int tick = 0)
+{
+       for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
+       {
+               string unittype = i->first;
+
+
+               if (m_Fleet[unittype].size() < 1)
+                       continue;
+               if (m_Fleet[unittype][0] == 0)
+                       continue;
+
+                
+               int totallost = fleet(unittype,1) - fleet(unittype, 0);
+
+
+               cerr << "Distributing type: " << unittype << " with a total loss of " << totallost << " units" << endl;
+
+               cerr << "Total number of units before: " << fleet(unittype, 0)  << " and after : " << fleet(unittype, 1) << endl;
+               
+               for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+               {
+                       int fl1 = (*j)->fleet(unittype, tick - 1);
+                       float part = float(fl1) / fleet(unittype, 0) ;
+                       int lost =  totallost * part;
+                       (*j)->setFleet(unittype, (*j)->fleet(unittype, tick - 1) + lost, tick);
+
+                       cerr << (*j)->name() << " gaining " << lost << " " << unittype  << " since it's " << part * 100 << "% of the whole fleet, and it had : " << fl1 << " units last tick.." <<  endl;
+
+                       lost = part * blockedFleet(unittype, 0);
+
+                       cerr << (*j)->name() << " got " << lost << " blocked " << unittype  << ", the total number of blocked ships was: " << blockedFleet(unittype, 0) << endl; 
+
+                       (*j)->setBlockedFleet(unittype, lost, tick);
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+std::vector<Fleet*> Fleet::calculateSide(std::vector<Fleet*> fleets, int stays = 0, int tick = 0)
+{
+       vector<Fleet*> fl;
+       for (vector<Fleet*>::iterator i = fleets.begin(); i != fleets.end(); ++i)
+       {
+               if ((*i)->stays() == 0)
+                       continue;
+               else if (( tick - (*i)->ETA()) >= 0 && (tick - (*i)->ETA()) < (*i)->stays())
+               {
+                       fl.push_back((*i));
+                       cerr << "Using fleet " << (*i)->name() << " for tick " << tick << endl;
+               }
+               else if ((*i)->stays() < 0)
+                       fl.push_back((*i));
+       }
+       return fl;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::freeFleet(std:: string unittype, int tick = 0)
+{
+       int bticks = m_BlockedFleet[unittype].size();
+
+       --bticks;
+
+       if (bticks < tick)
+               return fleet(unittype, tick);
+
+
+       int free = fleet(unittype,tick) - m_BlockedFleet[unittype][tick];
+       if (free < 0)
+               return 0;
+       return free;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::takeShoot(std::string unittype, int number, std::map<std::string, int>& hitunits)
+{
+
+       float guns = s_Units[unittype].guns() * number;
+
+       
+       if (guns == 0)
+               return;
+
+       cerr << number << " " << unittype << ": with " << guns << " guns\n";
+
+       float gunsleft = guns;
+       for (int count = 0; count < 3; ++count)//vector<string>::iterator i = s_Units[unittype].target().begin(); i != s_Units[unittype].target().end(); ++i)
+       {
+               string ta = s_Units[unittype].target(count);
+       cerr << "Shooting at target class: " << ta << endl;
+               while (gunsleft > 0)
+               {
+       
+                       map<string, int*> targets;
+
+                       for (UnitList::iterator j = s_Units.begin(); j != s_Units.end(); ++j)
+                       {
+
+                               if (m_Fleet[j->first].size() == 0)
+                                       continue;
+
+
+                               if (m_Fleet[j->first].size() == 1 )
+                                       m_Fleet[j->first].push_back(m_Fleet[j->first][0]);
+
+                               //cerr << "Target is class: " << j->second.type() << endl;
+
+                               if (m_Fleet[j->first][1] > 0  && ( ta == j->second.unitClass() || ta == "All"))
+                               {
+
+                               //      cerr << "Looking at target: " << j->first << endl;
+                                       targets[j->first] = &m_Fleet[j->first][1];
+                               }
+
+                       }
+
+                       if (targets.size() == 0)
+                               break;
 
+                       int total = 0;
+                       for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+                               total += (*j->second);
+
+                       for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+                       {
+                               float maxguns = float((*j->second))/total * guns;
+                               //cerr << "Now shooting at target: " << j->first << endl;
+
+                               if (m_Armor[j->first] <= 0 || m_Armor[j->first] > s_Units[j->first].armor())
+                                       m_Armor[j->first] = s_Units[j->first].armor();
+                               double k = maxguns;
+
+                               //cerr << "Targets agility: " << s_Units[j->first].agility() << endl;
+                               //cerr << "Weaponspeed: " << s_Units[unittype].weaponSpeed() << endl;
+                               while (k > 0)   
+                               {
+
+                                       if (*(j->second) <= 0)
+                                               break;
+
+                                       int wpsp = s_Units[unittype].weaponSpeed();
+                                       int agil = s_Units[j->first].agility();
+
+                                       k -= float(100)/(25 + wpsp - agil);
+                                       //cout << "Used " << blaha << " guns to hit with one shot.\n";
+                                       //cout << "WPSP: " << wpsp << "\nAgil: " << agil << endl;
+
+                                       m_Armor[j->first] -= s_Units[unittype].power();
+                                       if (m_Armor[j->first] <= 0)
+                                       {
+                                               m_Armor[j->first] = s_Units[j->first].armor();
+                                               (*j->second)--;
+                                               hitunits[j->first]++;
+                                               
+                                               //There is a chance that we're hitting a blocked ship.
+                                               if (m_BlockedFleet[j->first].size() >= 1)
+                                               {
+                                                       int test = rand() % m_BlockedFleet[j->first][0];
+                                                       if (test == 1
+                                                               && m_BlockedFleet[j->first][0] > 0)
+                                                       {
+                                                               if (m_BlockedFleet[j->first].size() == 1)
+                                                                       m_BlockedFleet[j->first].push_back(m_BlockedFleet[j->first][0] - 1);
+                                                               else if (m_BlockedFleet[j->first][1] > 0)
+                                                                       m_BlockedFleet[j->first][1]--;
+                                                       }
+                                               }
+                                       }
+
+                               }
+
+                               cerr << hitunits[j->first] << " units of type: " << j->first << "killed\n";
+                               if (k <= 0)
+                                       gunsleft -= maxguns;
+                               else
+                                       gunsleft -= maxguns - k;
+                       }
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::takeEMP(std::string unittype, int number)
+{
+       int guns = s_Units[unittype].guns() * number;
+       if (guns == 0)
+               return;
+
+       cerr << unittype << ": with " << guns << " guns\n";
+
+       float gunsleft = guns;
+       for (int count = 0; count < 3; ++count)//vector<string>::iterator i = s_Units[unittype].target().begin(); i != s_Units[unittype].target().end(); ++i)
+       {
+               string ta = s_Units[unittype].target(count);
+       cerr << "Shooting at target class: " << ta << endl;
+               while (gunsleft > 0)
+               {
+       
+                       map<string, int*> targets;
+
+                       for (UnitList::iterator j = s_Units.begin(); j != s_Units.end(); ++j)
+                       {
+                               if (j->second.type() == "PDS")
+                                       continue;
+
+                               if (freeFleet(j->first, 1) <= 0)
+                                       continue;
+
+                               if (m_Fleet[j->first].size() == 0)
+                                       continue;
+
+                               if (m_Fleet[j->first].size() == 1)
+                                       m_Fleet[j->first].push_back(m_Fleet[j->first][0]);
+
+                               //cerr << "Target is class: " << j->second.type() << endl;
+
+                               if (m_Fleet[j->first][1] > 0  && ( ta == j->second.unitClass() || ta == "All"))
+                               {
+
+                               //      cerr << "Looking at target: " << j->first << endl;
+                                       targets[j->first] = &m_Fleet[j->first][1];
+                               }
+
+                       }
+
+                       if (targets.size() == 0)
+                               break;
+
+                       int total = 0;
+                       for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+                               total += (*j->second);
+
+                       for (map<string, int*>::iterator j = targets.begin(); j != targets.end(); ++j)
+                       {
+                               float maxguns = float((*j->second))/total * guns;
+                               cerr << "Now shooting at target: " << j->first << endl;
+
+                               double k = maxguns;
+
+                               int hits = 0;
+
+                               while (k > 0)   
+                               {
+
+                                       if (*(j->second) <= blockedFleet(j->first, 1))
+                                               break;
+
+                                       int eres = s_Units[j->first].EMP();
+
+                                       k -= float(100)/(100-eres);
+                                       hits++;
+                                       blockFleet(j->first, 1);
+                               }
+
+                               cerr << hits << " units of type: " << j->first << " blocked\n";
+                               if (k <= 0)
+                                       gunsleft -= maxguns;
+                               else
+                                       gunsleft -= maxguns - k;
+                       }
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::killFleet(std::string unittype, int number, int tick = 0)
+{
+       int earlier = 0;
+       int ticks = m_Fleet[unittype].size();
+
+       if (ticks != 0)
+               earlier = m_Fleet[unittype][ticks - 1];
+
+       for (int i = ticks; i <= tick; ++i)
+       {
+               m_Fleet[unittype].push_back(earlier);
+       }
+       m_Fleet[unittype][tick] -= number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setResource(std::string type, int number, int tick = 0)
+{
+
+       int ticks = m_Resources[type].size();
+       for (int i = ticks; i <= tick; ++i)
+               m_Resources[type].push_back(number);
+       m_Resources[type][tick] = number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::addResource(std::string type, int number, int tick = 0)
+{
+
+       int ticks = m_Resources[type].size();
+       int latest = resource(type, tick - 1);
+
+       for (int i = ticks; i <= tick; ++i)
+               m_Resources[type].push_back(latest);
+       m_Resources[type][tick] += number;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::resource(std::string type, int tick = 0) const
+{
+       if (tick < 0)
+               return 0;
+
+       vector<int>const* resource = 0;
+       for (ResourceList::const_iterator i = m_Resources.begin(); i != m_Resources.end(); ++i)
+       {
+               if (i->first == type)
+               {
+                       resource = &i->second;
+                       break;
+               }
+       }
+       if (resource == 0)
+               return 0;
+
+       int ticks = resource->size();
+
+       if( ticks == 0)
+               return 0;
+
+       --ticks;
+
+       if (ticks < tick)
+               return resource->at(ticks);
+       return resource->at(tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::resetResources()
+{
+       m_Resources.clear() ;   
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::printFleet()
+{
+       for (UnitList::iterator i = s_Units.begin(); i != s_Units.end(); ++i)
+       {
+               for (int tick = 0; tick < 5 ;++tick)
+               {
+                       int num = fleet(i->first, tick);
+
+                       if (num <= 0)
+                               break;
+                       cerr << num << " " << i->first << " during tick: " << tick << endl;
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::blockFleet(std::string unittype, int number, int tick = 0)
+{
+       if (m_BlockedFleet[unittype].size() >= 1)
+       {
+               m_BlockedFleet[unittype][0] += number;
+               if (m_BlockedFleet[unittype].size() > 1)
+                       m_BlockedFleet[unittype][1] += number;
+               else
+                       m_BlockedFleet[unittype].push_back(m_BlockedFleet[unittype][0]);
+       }
+       else
+       {
+               m_BlockedFleet[unittype].push_back(number);
+               m_BlockedFleet[unittype].push_back(number);
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::distributeCappedRoids(std::vector<Fleet*> fleets, int tick = 0)
+{
+       for (ResourceList::iterator i = m_Resources.begin(); i != m_Resources.end(); ++i)
+       {
+               string res = i->first;
+
+
+               cerr << "Distributing type: " << res << endl;
+               for (vector<int>::iterator j = i->second.begin(); j != i->second.end(); ++j)
+                       cout << (*j) << endl;
+
+               if (m_Resources[res].size() < 2)
+                       continue;
+               if (m_Resources[res][1] == 0)
+                       continue;
+
+                
+               int totcapped = resource(res,1) - resource(res, 0);
+
+
+               cerr << "Distributing type: " << res << " with a total gain of " << totcapped << " roids" << endl;
+
+               cerr << "Total number of roids before: " << resource(res, 0)  << " and after : " << resource(res, 1) << endl;
+               
+               for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+               {
+                       unsigned fl1 = (*j)->score(tick - 1);
+                       float part = float(fl1) / score(0) ;
+                       int lost =  totcapped * part;
+
+                       cerr << (*j)->name() << " gaining " << lost << " " << res  << " since it's " << part * 100 << "% of the whole score, and it had : " << fl1 << " score last tick.. compared to fleet total of: " << score(0) <<  endl;
+
+                       //(*j)->setResource(res, (*j)->resource(res,tick-1) + lost, tick);
+                       (*j)->addResource(res,lost, tick);
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::addFleet(std::map<string, int> units, int tick = 0)
+{
+       for (map<string, int>::iterator i = units.begin(); i != units.end(); ++i)
+               addFleet(i->first, i->second, tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+int Fleet::stays() const
+{
+       return m_iStays;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::setStays(int ticks)
+{
+       m_iStays = ticks;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::calculateLostStealships(string unittype, std::map<std::string, int> stolen, int tick = 1)
+{
+       int stealscore = 0;
+       for (map<string, int>::iterator i = stolen.begin(); i != stolen.end(); ++i)
+       {
+               stealscore += stolen[i->first] * (s_Units[i->first].totRes() / 10.0);   
+       }
+
+       int lost = stealscore / (s_Units[unittype].totRes() / 10.0);
+
+       cerr << "Lost " << lost << " " << unittype << " due to stealing ships worth: " << stealscore << endl; 
+       killFleet(unittype, lost, tick);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::distributeStolenShips(std::map<std::string, std::map<std::string, int> > stolen, std::vector<Fleet*> fleets, int tick = 0)
+{
+       for(map<string, map<string, int> >::iterator i = stolen.begin(); i != stolen.end(); ++i)
+       {
+               int totalstealers = 0;
+               for (vector<Fleet*>::iterator j = fleets.begin(); j != fleets.end(); ++j)
+                       totalstealers += (*j)->fleet(i->first, tick - 1);
+
+               for (map<string, int>::iterator j = i->second.begin(); j != i->second.end(); ++j)
+               {
+                       for (vector<Fleet*>::iterator k = fleets.begin(); k != fleets.end(); ++k)
+                       {
+                               int stolen = float ((*k)->fleet(i->first, tick - 1)) / totalstealers * j->second;
+                               (*k)->addFleet(j->first, stolen, tick);
+                       }
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::calculateSalvage()
+{
+       for (FleetList::iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+       {
+               
+               map<string, int> res = s_Units[i->first].resources();
+
+               if (i->second.size() > 0)
+                       cerr << endl << i->first << ": ";
+
+               int tick = 0;
+               for (vector<int>::iterator j = i->second.begin(); j != i->second.end(); ++j, ++tick)
+               {
+                       int lostunits = fleet(i->first, tick - 1) - fleet(i->first, tick);
+
+                       if (lostunits <= 0)
+                               continue;
+                       cerr << "(" << tick << ":" << fleet(i->first, tick) << ") ";
+                       for (map<string, int>::iterator k = res.begin(); k != res.end(); ++k)
+                               addResource(k->first, lostunits * k->second * 0.25, tick);
+               }
+       }
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+void Fleet::resetTicks()
+{
+       for (FleetList::iterator i = m_Fleet.begin(); i != m_Fleet.end(); ++i)
+       {
+               if ( i->second.size() < 2)
+                       continue;
+
+               int temp = i->second[0];
+               i->second.clear();
+
+               if (temp > 0)
+                       i->second.push_back(temp);
+       }
+       resetResources();
+}